D&D 4E Interrupting spell-casting in 4e

Jack99 said:
But wouldn't that mean that if a person tries to move away from you (using a move action), a successful OA would cancel such movement? And if that was true, wouldn't that make the fighter's "Combat Superiority" quite a bit worse?

But, move action maybe an exception to that rule. Even them "Combat Superiority" would stop shifts, a realy good advantage because everybody you got close would think twice before going away, a good bonus for the defender "Stickness"!
 

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Jack99 said:
Hmm the PrRC states the following, quoting the Scalegloom Rules Appendix:






But wouldn't that mean that if a person tries to move away from you (using a move action), a successful OA would cancel such movement? And if that was true, wouldn't that make the fighter's "Combat Superiority" quite a bit worse?

I think what it means is that the immediate action occurs before the action that triggered it. That "could" allow you to cancel an ability, but doesn't necessarily mean that.

For example, there are two kinds of immediate actions now, reaction and interrupt. Reaction go after the triggering action, interrupt go before it.
 

Kordeth said:
"Interrupt" just means "occurs before the action is completed," not "stops the action from happening." If I get an Opportunity Attack because you move away from me, I smack you before you move, but you then complete your move--unless of course I'm a fighter, or I kill you with the hit, or I trip you or use some other power that renders you unable to move.

I agree.
 

I strongly suspect that what we think of as spell casting is now limited to rituals and what arcane characters usually do is more akin to spell slinging. These are the spells that a wizard knows so well that they don't really need to think about it anymore.

Rituals on the other hand are "spells" that require pretty intense concentration, time, and materials. These are still (likely) in the territory of interruptible.

That's my take on it anyway.

DC
 

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